In my current project I am instantiating a bunch of rooms at runtime, these rooms have multiple entities inside, some of those entities need to be client synced. THe rooms themselves are not GHOSTS, they are static objects generated according to the seed on both server and client.
The problem I am having is that these rooms have other entities inside (the rooms are manually build prefabs, and the nested entities are in multiple levels deep) all these entities should be synced and instantiated with the room at runtime.
How should I handle this scenario? I need the generation to work on both client and server side and sending the whole world seems to be a waste - since the world is quite large.